## About The Pull Request
On production, I sign up for rounds (and I know I pushed the button
because the auto-deadmin message comes up) but it doesn't inject me in
the game and fails without a warning. I have no idea why it's doing this
but I shifted some stuff around and added a few logs to hopefully stop
this strange consistent failure for me to start a shift.
I just cleaned up a lot of the code and turned the ready defines into
strings instead of a boolean (so I could log it more efficiently with
little overhead, as well as standardize it to a define without people
doing wacky shit everywhere). I don't think this will fix the issue but
it will definitely make some things more clear as to why I'm not joining
rounds without warning despite clicking ready.
## Why It's Good For The Game
Cleans the code up while trying to resolve a really puzzling bug I've
been having.
## Changelog
🆑
server: The ready/not ready states of new players are logged when a
shift starts.
/🆑
## About The Pull Request
Since simplemobs can be dealt stamina damage
(https://github.com/tgstation/tgstation/pull/90675)
gives simplemobs who take stamina damage a stamina bar - Since it's
missing
Simplemobs who can't take stamina damage still wont be able to see the
hud - so don't worry about clutter/miss information
## Why It's Good For The Game
Simplemobs have a missing stamina hud
## Changelog
🆑 ArchBTW
fix: Gives eligible sentient simplemobs a stamina hud
/🆑
Co-authored-by: glue0000 <230859540+glue0000@users.noreply.github.com>
## About The Pull Request
So something i missed from when i played Goonstation a long while ago
was my blind characters, i tried recreating them in TGCode but found
that the blind quirk here is far more harsh to play visually. So i got
some help from Melbert and got a plan goin and here's the results.

Players can see colors! But muted, this change is strictly for visual
enjoyment as the constant monochrome is just - i cant really describe
how much i hate seeing it for more than 15 minutes.
Secondly the flicker is gone from the quirk but remains for all the
temporary blindness, this is 100% Melberts code as they're a helluva lot
smarter than I am and I just nod and smile before pasting it. This did
entail creating a new fulscreen in the dmi, but i just copy/pasted the
existing one and took out the animated frames and named it as 'static'
so it wouldnt interfere with anything else using it.
## Why It's Good For The Game
Playing a blind character is great, however it causes some serious
eyestrain after prolonged playstyle
## Changelog
🆑 MrMelbert, Zergspower
qol: The world is now heavily desaturated while blind, rather than pure
monochrome, to give players some visual stimulus
qol: When blind, the brief flicker of the entire screen now only appears
for mobs temporarily blinded - ie, mobs blinded from quirk / trauma /
genetic mutation no longer experience it
/🆑
## About The Pull Request
I was gonna make a PR to delete this then I realized the code for it is
still in game the script just doesn't work anymore so I made it work for
a laugh
EDIT: okay i got a little invested and cleaned up how it looks a bit too
## Why It's Good For The Game
https://files.catbox.moe/9pwdr4.mp4
Everyone Is Here
## Changelog
N/A
## About The Pull Request
Fixes#93887 by checking the client's viewport when positioning the
station trait buttons.
## Why It's Good For The Game
Fixes bug.
## Changelog
🆑 LT3
fix: Station trait buttons display correctly on non-widescreen clients
/🆑
## About The Pull Request
Moves all blood handling into procs and adds ways to easily hook into
basically every basic blood behavior.
This PR is not meant to fix every single case of janky blood logic in
the game. The main point and motivation of this PR is to add hooks for
blood behaviors. This allows for way more flexibility with blood code.
I am not going to fix our 3000 instances of single-letter vars, wacky
blood transfers, etc. This is just the groundwork for future PRs to
build off of, and by itself, should do very little to change blood
behavior.
I also added a rigorous set of unit tests for verifying that all of the
basic blood volume procs work correctly.
## Why It's Good For The Game
Previously, blood was handled via directly reading/writing
[var/blood_volume]. This was INCREDIBLY inconsistent and there was no
way to hook into it. This PR makes blood handling way more consistent,
which is great for all sorts of features.
## About The Pull Request
<img width="585" height="67" alt="image"
src="https://github.com/user-attachments/assets/9f189a3f-db21-4a9c-a079-bb8399483533"
/>
Fixing runtime spam...here's one where it's just due to `owner` being
nulled in the `Destroy()`. A `datum/action_group` gets qdeleted, nulls
owner, deletes its individual actions, which in turn call
`refresh_actions()`.
## Why It's Good For The Game
Bugfix
## Changelog
Not player-facing
## About The Pull Request
Most screen alerts that use the midnight hud style no longer have the
button baked in their icon. Other screen alerts with their own
background or shape (robot and mech alerts, atmos, heretic buffs or
debuffs etc.) are not affected. Also updated a couple sprites but didn't
spend too much time on them. Mostly reusing existing assets.
Montage of how the alerts look on threee different hud styles
(Operative, Trasen-Knox, Detective, ALSO I FIXED THE BUCKLED ALERT
ALREADY):
<img width="293" height="323" alt="image"
src="https://github.com/user-attachments/assets/3a2b972b-aa5a-4c27-a454-c8c39acf6e20"
/>
It looks only a smidge iffy on the syndicate since the top and bottom
borders aren't layered over all the overlays, but it isn't something to
worry about in this PR.
## Why It's Good For The Game
Screen alerts always had the midnight hud button baked in their icon
states (now overlays), which completely disregard the player's hud
setting, much unlike action alerts buttons. Melbert has also said that
it'd be nice if the code for action buttons could also be used in screen
alerts and viceversa, to slim things down. That's obviously not what I'm
doing today, but having most of the screen alerts already without the
baked background will surely help if we ever pursue that objective.
## Changelog
🆑
refactor: Refactored screen alerts a little. Most should now fit the
player's hud style. Report any issue.
imageadd: A few screen alerts have been polished/updated a little.
/🆑
## About The Pull Request
If something harddels with its reference still in ``open_containers``
due to whatever reasons, it will permanently brick HUDs of anyone who
had that storage open until their mob or HUD is reset by admins,
rendering the game completely unplayable. I'm not sure what exactly went
wrong as ``COMSIG_ATOM_EXITED`` should handle deletions already, but
[this runtime
log](https://terry-logs.tgstation13.org/2025/10/20/round-257110/runtime.log)
contains some info if anyone is willing to poke at the issue more.
I know this technically "silences the real problem" but the issue is
harddels caused by storage not being informed of item deletion, its
logged as a harddel and shouldn't brick clients while at it.
## Changelog
🆑
fix: Fixed an issue which could randomly completely break a player's
visuals until an admin resets their HUD
/🆑
## About The Pull Request
#93305 rearranged the logic for `alert/Click` but deleted `return TRUE`
at the end which all subtypes rely on
## Changelog
🆑 Melbert
fix: Screen alerts are clickable again
/🆑
## About The Pull Request
#93305 removed this `strip_appearance_underlays` but it was necessary
for #87362 , @Ghommie was there a reason why?
## Changelog
Maybe no one will notice
## About The Pull Request
Technically, this PR introduces the cuffable_item element and the
cuffed_item status effect and their relative code.
In more player-friendly terms, this allows the ability to use handcuffs
to bind certain items to your hands by right-clicking it with a pair of
handcuffs in your active hand. This makes the item unable to be dropped,
for better or worse, until you or someone else remove said cuffs. And
no, this doesn't conflict with the ability to be handcuffed if you're
silly enough to think that.
There are more than one way to remove the cuffs. For the player with the
item cuffed to their hand, to remove the cuffs they can either click the
status alert, or examine the item and click the relative hyperlink. The
second option is good to have if for some reason the status alert
doesn't show up (too many alerts etc.).
For other people, they can remove the cuffs by opening the strip
inventory menu (the one you open by click-dragging the sprite of person
with the item onto yours). It's an alternative action specific to this
status effect (therefore only held items). Until the cuffs are removed,
trying to remove the item **directly** will bring you nowhere **because
the item is stuck to their hands**, duh. Alternatively you can just chop
their arm off. You do what you do.
For a list of items that can be bound with cuffs (suggestions welcome):
- briefcases
- toolboxes
- lockboxes
- first aid kits
- shields (they generally have handles and all. gameplay-wise they
already take away one hand slot to use. Using cuffs seals the deal: no
swapping items on the go, so no two-handed weapons, but you won't drop
the shield until it's broken)
- jerrycans (Kryson's suggestion)
- soup pots (ditto, kinda weird)
- coffee mugs, and the mauna mug (ditto)
- buckets
- plushes (silly stuff, if you ever want to arrest a plush or test the
feature)
- pet carriers
- mining drills
- swords with closed guards (ERT chainsaw-sword, cap's sabre, parsnip
sabre, cutlass, e-cutlass...)
- crutches and the white cane
- baskets
- flashlights and lamps (not subtypes like flares, glowsticks and
torches)
- TTVs
- chairs
## Why It's Good For The Game
This opens up for some emergent use for handcuffs beside people (or
prisoner shoes). Inspired by a scene of some 1998 action movie, where
one of the bad guys had the mc guffin briefcase latched to his wrist
with a pair of handcuffs.
Codewise, it was also a reason to refactor bits of code like handcuffs
and screen alerts slightly. On a sidenote, actual sprites for
cult/heretic shackles.
## Changelog
🆑
add: You can now bind certain items like briefcases, toolboxes, medkits,
shields, jerrycans etc. to your hand with a pair of handcuffs,
preventing them from being dropped. You can remove said binds at any
time unless incapacitated, and so can others through the strip inventory
menu.
qol: The appearance of a screen alert now updates if the object it
represents (like, an item offered by another player) changes appearance.
imageadd: The shadow shackles item (from cult magic and heretic
sacrifices) now has its own icon.
/🆑
## About The Pull Request
Closes#93221 as it incorporates a better version of the fix in said PR.
hud_used could exist without a client (such as if the player logged out
temporarily) and the elements in the list were not removed when an item
was taken out of storage. This could result in harddels, which would
fill the list with nulls and lead to the following runtime which would
prevent all further UI updates on the mob, including planemaster
rebuilds
```js
The following runtime has occurred 161 time(s).
runtime error: wrong type of value for list
proc name: show hud (/datum/hud/proc/show_hud)
source file: code/_onclick/hud/hud.dm,347
usr: Doctors-The-Smiles (/mob/living/carbon/human)
src: /datum/hud/human (/datum/hud/human)
```
Fixes#93212
~~This is ***not*** a solution to #93212 (or at least I think so, there
is a separate filter issue), but it could also break planemasters on a
mob.~~
## Changelog
🆑
fix: Fixed harddels and UI-breaking runtimes from open_containers
/🆑
## About The Pull Request
Hey so remember that TV thing I added, and I wanted it to be useful for
overflow jobs so I added it in, but couldn't make it look good with
runechat so I made it only appear post-roundstart, rendering it utterly
useless?
Yeah, I do too, so I've come back to fix it with the help of stealing
other people's code (I'm a lazy individual) - Taking Absolucy's work in
https://github.com/Monkestation/Monkestation2.0/pull/4589 for this.
Now it shows an icon of the job with an active overflow under the TV's
effects, and has a tooltip if you hover over in case you don't
understand what it's demonstrating.
https://github.com/user-attachments/assets/97489f93-f40d-47f9-aea2-6cc32c8fcba3
## Why It's Good For The Game
The TV shows overflow information before the round starts, allowing
people to actually see and react to the information rather than only
being shown to latejoiners. I prefer it this way as I don't want to have
to ensure the different things we may put on the TV's runetext all shows
up properly.
## Changelog
🆑 Absolucy, JohnFulpWillard
image: The Lobby TV now shows an icon of the overflow job.
/🆑
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/92260
When players do things that make the HUD change (like lie down (_yes,
sleep button also counts_), change the HUD style with F12...), the open
inventories (backpacks, belts, etc.) close. This is because the
show_hud() thing does a whole screen redraw (???) and doesn't save the
open inventory things.
## Why It's Good For The Game
Players don't need to open the inventory window again and again.
## Changelog
🆑
fix: containers no longer close unexpectedly when the HUD refreshes
(e.g., when lying down/getting up)
/🆑
## About The Pull Request
update_filters() is more expensive than it should be due to running
timSort every time a filter is added or removed, plus we wipe
re-initialize the entire atom filter list every time we call it. I
swapped it to use binary insertion into the main list, and we can cut
down on the amount of filter churn by storing filters in a separate list
which we can use Insert on, which allows us to stop constantly deleting
and recreating filters completely.
## Why It's Good For The Game
Server CPU consumption go down
## Changelog
🆑
refactor: Refactored filters to utilize binary insertion instead of
timSort. The server should run somewhat faster now, hopefully.
/🆑
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/79691
A while back, I made this PR, but lost motivation after diving too deep
into the code soup of can_breathe and related procs. Now, I have removed
those parts, and have simplified that part of the code to the point I
think it's ready for review.
Many reviews from the previous PR have been addressed in this PR.
<hr>
<details>
<summary>Details</summary>
Asthma is a 4 point negative quirk that emulates real life asthma. It
works by slowly decreasing the amount of pressure each breath you take
receives, until your lungs completely seal, ensuring death if you dont
get oxyloss meds/windpipe surgery.
Inflammation (the tracker for intensity) increases whenever you breathe
smoke, use a cigarette, metabolize histimine, or suffer an asthma
attack.
Asthma attacks have a low chance of happening every second, starting 10
minutes after you spawn and with a 20-30 grace period between attacks.
They are "diseases" that cant be outright cured by albuterol, only put
into remission. They increase inflammation at varying rates depending on
their severity, with extreme asthma attacks being a immediate threat to
your life while mild ones might not even cause inflammation. The
response to these is always the same - use your inhaler before you start
choking.
Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded
with albuterol, which I will get to later.
Albuterol is a new medicine thats a little tricky to make but still
doable. It can be efficiently created with inverse convermol, or
transmutated from salbutamol and convermol. The opposite is true, with
albuterol able to be turned into salbutamol. Two canisters are available
in chemvends.
Upon use, it increases the virtual pressure of all breaths taken by 40%.
This allows for you to breathe in lower pressure environments, as well
as enhancing the effects of things like healium.
It's OD causes your diaphram to spasm, causing sporadic losebreath and
forced breathing.
Inhalers are a fancy new reagent application apparatus that uses the
INHALE reagent bitflag.
Inhalers themselves are rather unremarkable, they are merely the method
of using inhaler canisters (they also have a rotary display
approximating the uses left in a canister - just like real life
inhalers).
Inhaler canisters are the reagent containers, and are generally low
capacity. They can only be used in a inhaler, and contain aerosolized
chemicals.
Inhaler canisters and inhalers are unlocked from chemical synthesis, and
are printable for cheap from a medlathe.
In order to use a inhaler, one must uncover the mouth of a carbon and
wait a few seconds (its faster if its a self-application) before a small
amount of the reagents are delivered via the INHALE bitflag. This only
works on things currently breathing - if theyre dead, have no lungs, or
just, arent breathing - it will fail. This includes asthmatics with 100%
inflammation.
</details>
<img width="181" height="74"
alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521"
src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e"
/>
<img width="1465" height="202"
alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963"
src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667"
/>
Sprites are not mine; they are from swanni and I can NOT sprite for the
life of me
## Why It's Good For The Game
1. Asthma is just cool. One of my favorite features on bay was the fact
lung damage required you to turn up the pressure on your O2 tank to
survive, and this does precisely that.
2. Its always fun to add new ways to interact with atmos as a player
that arent grossly broken, and I fail to see how a 40% increase of gas
intake will really affect balance too badly.
3. Inhalers are badass.
## Changelog
🆑
add: Asthma quirk, based on IRL asthma
add: Inhalers, a new reagent administering method that uses INHALE
add: Albuterol, a new reagent that increases the amount of gas you
inhale by 40%
balance: Inverse convermol now forms once the reaction is done, not on
metabolize
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
# Conflicts:
# code/datums/quirks/negative_quirks/allergic.dm
# code/game/objects/items/devices/scanners/health_analyzer.dm
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/79691
A while back, I made this PR, but lost motivation after diving too deep
into the code soup of can_breathe and related procs. Now, I have removed
those parts, and have simplified that part of the code to the point I
think it's ready for review.
Many reviews from the previous PR have been addressed in this PR.
<hr>
<details>
<summary>Details</summary>
Asthma is a 4 point negative quirk that emulates real life asthma. It
works by slowly decreasing the amount of pressure each breath you take
receives, until your lungs completely seal, ensuring death if you dont
get oxyloss meds/windpipe surgery.
Inflammation (the tracker for intensity) increases whenever you breathe
smoke, use a cigarette, metabolize histimine, or suffer an asthma
attack.
Asthma attacks have a low chance of happening every second, starting 10
minutes after you spawn and with a 20-30 grace period between attacks.
They are "diseases" that cant be outright cured by albuterol, only put
into remission. They increase inflammation at varying rates depending on
their severity, with extreme asthma attacks being a immediate threat to
your life while mild ones might not even cause inflammation. The
response to these is always the same - use your inhaler before you start
choking.
Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded
with albuterol, which I will get to later.
Albuterol is a new medicine thats a little tricky to make but still
doable. It can be efficiently created with inverse convermol, or
transmutated from salbutamol and convermol. The opposite is true, with
albuterol able to be turned into salbutamol. Two canisters are available
in chemvends.
Upon use, it increases the virtual pressure of all breaths taken by 40%.
This allows for you to breathe in lower pressure environments, as well
as enhancing the effects of things like healium.
It's OD causes your diaphram to spasm, causing sporadic losebreath and
forced breathing.
Inhalers are a fancy new reagent application apparatus that uses the
INHALE reagent bitflag.
Inhalers themselves are rather unremarkable, they are merely the method
of using inhaler canisters (they also have a rotary display
approximating the uses left in a canister - just like real life
inhalers).
Inhaler canisters are the reagent containers, and are generally low
capacity. They can only be used in a inhaler, and contain aerosolized
chemicals.
Inhaler canisters and inhalers are unlocked from chemical synthesis, and
are printable for cheap from a medlathe.
In order to use a inhaler, one must uncover the mouth of a carbon and
wait a few seconds (its faster if its a self-application) before a small
amount of the reagents are delivered via the INHALE bitflag. This only
works on things currently breathing - if theyre dead, have no lungs, or
just, arent breathing - it will fail. This includes asthmatics with 100%
inflammation.
</details>
<img width="181" height="74"
alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521"
src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e"
/>
<img width="1465" height="202"
alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963"
src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667"
/>
Sprites are not mine; they are from swanni and I can NOT sprite for the
life of me
## Why It's Good For The Game
1. Asthma is just cool. One of my favorite features on bay was the fact
lung damage required you to turn up the pressure on your O2 tank to
survive, and this does precisely that.
2. Its always fun to add new ways to interact with atmos as a player
that arent grossly broken, and I fail to see how a 40% increase of gas
intake will really affect balance too badly.
3. Inhalers are badass.
## Changelog
🆑
add: Asthma quirk, based on IRL asthma
add: Inhalers, a new reagent administering method that uses INHALE
add: Albuterol, a new reagent that increases the amount of gas you
inhale by 40%
balance: Inverse convermol now forms once the reaction is done, not on
metabolize
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Fixes#85028
Obscured flags and covered flags are tracked on carbons, updated as
items are equipped and unequipped. It's that shrimple.
Closes#92760
Just removes the species exception checks for not making sense
Also refactors handcuffs / legcuffs removal. In all of these situations
they were hardcoded when they could easily just use an inventory proc to
work.
## Why It's Good For The Game
Stops a million excessive calls to `check_obscured_slots`
Makes obscured behavior more consistent
Makes obscured behavior easier to use
Cleans up human rendering (There was some cursed stuff before with
render item -> updated obscured -> update body -> cause side effects)
## Changelog
🆑 Melbert
del: Golems which somehow manage to grow wings and somehow manage to
equip something that covers their jumpsuit can no longer fly.
(Seriously, this will not affect anyone)
refactor: Refactored clothing obscurity entirely. Items should be a
loooot more consistent and what covers what, and should update a lot
snappier. As always, report any oddities, like mysteriously disappearing
articles of clothing, hair, or species parts
refactored: Refactored handcuffs and legcuffs a bit, report any odd
situations with cuffs like getting stuck restrained
/🆑
## About The Pull Request
Converts as many time vars expressed in deciseconds as I could find to
use time defines.
## Why It's Good For The Game
Makes these values neater and more readable.
## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
# Conflicts:
# code/modules/clothing/head/hat.dm
# code/modules/clothing/shoes/boots.dm
# code/modules/clothing/suits/utility.dm
## About The Pull Request
The lightmask plate takes all turfs as input lines, using them to decide
where is and is not allowed to render ANYTHING on the below lighting
section of the game plate. So we are NOT actually allowed to toggle off
the space plate if there's no parallax, because there can be no parallax
and still be turfs on the space plane (carpeting and such)
## Why It's Good For The Game
Fixes#92497
## Changelog
🆑
fix: Using fake space tiles on icebox will no longer summon the endless
void
/🆑
## About The Pull Request
Converts as many time vars expressed in deciseconds as I could find to
use time defines.
## Why It's Good For The Game
Makes these values neater and more readable.
## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
## About The Pull Request
The lightmask plate takes all turfs as input lines, using them to decide
where is and is not allowed to render ANYTHING on the below lighting
section of the game plate. So we are NOT actually allowed to toggle off
the space plate if there's no parallax, because there can be no parallax
and still be turfs on the space plane (carpeting and such)
## Why It's Good For The Game
Fixes#92497
## Changelog
🆑
fix: Using fake space tiles on icebox will no longer summon the endless
void
/🆑
## About The Pull Request
Implements a poor imitation of specular surfaces by encoding "shinyness"
into blue channel of emissive overlays, which allows some pixels to be
more illuminated than others (by applying lighting multiplied by
specular mask onto them a second time)
This means that hazard vests, engineering coats, security jackets and
firefighter suits no longer outright glow in the dark, but instead
amplify light so even the tiniest amounts make them highly visible. I
made a pass through all of our emissive overlays and converted ones that
made sense into bloom-less/specular ones.
https://github.com/user-attachments/assets/2167e26e-f8b8-42d7-a67c-dfc643e1df29
I've also converted unrestricted access airlock overlays into overlay
lights instead of ABOVE_LIGHTING overlays, so they should no longer look
jank or catch people's clicks.
<img width="297" height="262" alt="dreamseeker_LovPHZ7xHQ"
src="https://github.com/user-attachments/assets/1bf4d7b8-219a-41ed-aee9-6cdc41803e21"
/>
Turns out that windoors had incorrect icon states assigned to theirs, so
I fixed that too - they should show up again after god knows how many
years.
## Why It's Good For The Game
~~Shiny lights make my moth brain go happy~~
Neat visual effects that look more believable than neon glowing stripes,
and airlocks no longer have inflated hitboxes with extremely weird
visuals.
## Changelog
🆑
add: Added specular overlays - some items like hazard vests or
firefighter suits no longer outright glow in the dark, but instead
amplify existing light to shine brighter than their surroundings.
add: Redid unrestricted access airlock overlays to look less bad
fix: Fixed unrestricted access overlays not showing up on windoors.
/🆑
(cherry picked from commit 3d730689f4)
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
(cherry picked from commit 0bc42d6940)
## About The Pull Request
Implements a poor imitation of specular surfaces by encoding "shinyness"
into blue channel of emissive overlays, which allows some pixels to be
more illuminated than others (by applying lighting multiplied by
specular mask onto them a second time)
This means that hazard vests, engineering coats, security jackets and
firefighter suits no longer outright glow in the dark, but instead
amplify light so even the tiniest amounts make them highly visible. I
made a pass through all of our emissive overlays and converted ones that
made sense into bloom-less/specular ones.
https://github.com/user-attachments/assets/2167e26e-f8b8-42d7-a67c-dfc643e1df29
I've also converted unrestricted access airlock overlays into overlay
lights instead of ABOVE_LIGHTING overlays, so they should no longer look
jank or catch people's clicks.
<img width="297" height="262" alt="dreamseeker_LovPHZ7xHQ"
src="https://github.com/user-attachments/assets/1bf4d7b8-219a-41ed-aee9-6cdc41803e21"
/>
Turns out that windoors had incorrect icon states assigned to theirs, so
I fixed that too - they should show up again after god knows how many
years.
## Why It's Good For The Game
~~Shiny lights make my moth brain go happy~~
Neat visual effects that look more believable than neon glowing stripes,
and airlocks no longer have inflated hitboxes with extremely weird
visuals.
## Changelog
🆑
add: Added specular overlays - some items like hazard vests or
firefighter suits no longer outright glow in the dark, but instead
amplify existing light to shine brighter than their surroundings.
add: Redid unrestricted access airlock overlays to look less bad
fix: Fixed unrestricted access overlays not showing up on windoors.
/🆑
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
## About The Pull Request
Ghosts can see the antag UI button in the button list when observing a
heretic, and click on it to view it.
## Why It's Good For The Game
It'd be nice to be conveniently look at the heretic info without
actually being a heretic, and see what powers the heretic has and has
bought
## Changelog
🆑
add: you can now a ghost observe heretics heretics and click on their
antag panel button to view their heretic UI
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Ghosts can see the antag UI button in the button list when observing a
heretic, and click on it to view it.
## Why It's Good For The Game
It'd be nice to be conveniently look at the heretic info without
actually being a heretic, and see what powers the heretic has and has
bought
## Changelog
🆑
add: you can now a ghost observe heretics heretics and click on their
antag panel button to view their heretic UI
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Real AO / old / new
<img width="411" height="116" alt="image"
src="https://github.com/user-attachments/assets/2544e9c3-1956-4b6a-b299-0ad28e04a808"
/>
## Why It's Good For The Game
Not perfect, but I found it a little jarring just how large the outline
was.
## Changelog
🆑 Melbert
qol: Tweaked size of runechat shadow outline.
/🆑
## About The Pull Request
1. Fix action buttons not getting their set tooltip style
2. Radials can now specify what tooltip theme to use on a per-slice
basis
3. The "Info" button now has a tooltip showing you the info text
<img width="370" height="496" alt="image"
src="https://github.com/user-attachments/assets/caff9d97-4ccd-4611-9135-1f39b72f9237"
/>
## Why It's Good For The Game
1. Wow this has been broken for some time
2. Allows for theming of radials according to context, like cult
radials. Next step would be to allow changing the background but that's
for later.
3. You don't need to click it -> look at chat -> look back at the
radial, you can just hover over it. A lot more convenient
## Changelog
🆑 Melbert
fix: Cult spell action buttons have their unique tooltip style again
qol: Radial tooltips can now have unique styles
qol: Radial "info" buttons now have tooltips with the info text, meaning
you don't have to click on the button and read chat
/🆑